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Bubberstation/code/modules/assembly/flash.dm
SkyratBot 87fec6cc0e [MIRROR] Nerfs Flashes [Edge Awards 2020] (#810)
* Nerfs Flashes [Edge Awards 2020] (#53604)

Flashes now deal stamina damage and micro-stun, they deal higher damage than batons BUT they have a severe disadavntage in form of directionality. Stamina damage and the duration of the micro stun is determined by direction your enemy is facing.

* Nerfs Flashes [Edge Awards 2020]

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-09-15 22:44:23 +01:00

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#define CONFUSION_STACK_MAX_MULTIPLIER 2
/obj/item/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
inhand_icon_state = "flashtool"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 300, /datum/material/glass = 300)
light_system = MOVABLE_LIGHT //Used as a flash here.
light_range = FLASH_LIGHT_RANGE
light_color = COLOR_WHITE
light_power = FLASH_LIGHT_POWER
light_on = FALSE
var/flashing_overlay = "flash-f"
var/times_used = 0 //Number of times it's been used.
var/burnt_out = FALSE //Is the flash burnt out?
var/burnout_resistance = 0
var/last_used = 0 //last world.time it was used.
var/cooldown = 0
var/last_trigger = 0 //Last time it was successfully triggered.
/obj/item/assembly/flash/suicide_act(mob/living/user)
if(burnt_out)
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!</span>")
return SHAME
else if(user.is_blind())
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!</span>")
return SHAME
user.visible_message("<span class='suicide'>[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
attack(user,user)
return FIRELOSS
/obj/item/assembly/flash/update_icon(flash = FALSE)
cut_overlays()
attached_overlays = list()
if(burnt_out)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay(flashing_overlay)
attached_overlays += flashing_overlay
addtimer(CALLBACK(src, /atom/.proc/update_icon), 5)
if(holder)
holder.update_icon()
/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 15, 0)
return FALSE
return TRUE
/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!burnt_out)
burnt_out = TRUE
update_icon()
if(ismob(loc))
var/mob/M = loc
M.visible_message("<span class='danger'>[src] burns out!</span>","<span class='userdanger'>[src] burns out!</span>")
else
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>[src] burns out!</span>")
/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return FALSE
return TRUE
//BYPASS CHECKS ALSO PREVENTS BURNOUT!
/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, power = 5, targeted = FALSE, mob/user)
if(!bypass_checks && !try_use_flash())
return FALSE
var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
if(user)
targets -= user
for(var/mob/living/carbon/C in targets)
flash_carbon(C, user, power, targeted, TRUE)
return TRUE
/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
if(!target_loc)
target_loc = loc
if(override_vision_checks)
return get_hearers_in_view(range, get_turf(target_loc))
if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
return viewers(range, get_turf(target_loc))
else
return typecache_filter_list(target_loc.GetAllContents(), GLOB.typecache_living)
/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
if(burnt_out || (world.time < last_trigger + cooldown))
return FALSE
last_trigger = world.time
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
set_light_on(TRUE)
addtimer(CALLBACK(src, .proc/flash_end), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
times_used++
flash_recharge()
update_icon(TRUE)
if(user && !clown_check(user))
return FALSE
return TRUE
/obj/item/assembly/flash/proc/flash_end()
set_light_on(FALSE)
/**
* Handles actual flashing part of the attack
*
* This proc is awful in every sense of the way, someone should definately refactor this whole code.
* Arguments:
* * M - Victim
* * user - Attacker
* * power - handles the amount of confusion it gives you
* * targeted - determines if it was aoe or targeted
* * generic_message - checks if it should display default message.
*/
/obj/item/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "flashed(targeted)" : "flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='danger'>[src] emits a blinding light!</span>")
var/deviation = calculate_deviation(M,user)
var/datum/antagonist/rev/head/converter = user?.mind?.has_antag_datum(/datum/antagonist/rev/head)
//If you face away from someone they shouldnt notice any effects.
if(deviation == 2 && !converter)
return
if(targeted)
if(M.flash_act(1, 1))
if(M.get_confusion() < power)
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
M.add_confusion(min(power, diff))
// Special check for if we're a revhead. Special cases to attempt conversion.
if(converter)
// Did we try to flash them from behind?
if(deviation == 2)
// If we did and we're on help intent, fail with a feedback message and return.
if(converter.owner.current.a_intent == INTENT_HELP)
to_chat(user, "<span class='notice'>You try to use the tacticool tier, lean over the shoulder technique to blind [M] from behind but your poor combat stance causes you to stumble!</span>")
visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>","<span class='danger'>[user] fails to blind you with the flash!</span>")
return
// Otherwise, tacticool leaning technique engaged for sideways-stun power.
to_chat(user, "<span class='notice'>You use the tacticool tier, lean over the shoulder technique to blind [M] with a flash!</span>")
deviation = 1
// Convert them. Terribly.
terrible_conversion_proc(M, user)
visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>","<span class='userdanger'>[user] blinds you with the flash!</span>")
//easy way to make sure that you can only long stun someone who is facing in your direction
M.adjustStaminaLoss(rand(80,120)*(1-(deviation*0.5)))
M.Paralyze(rand(25,50)*(1-(deviation*0.5)))
else if(user)
visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>","<span class='danger'>[user] fails to blind you with the flash!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else
if(M.flash_act())
var/diff = power * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
M.add_confusion(min(power, diff))
/**
* Handles the directionality of the attack
*
* Returns the amount of 'deviation', 0 being facing eachother, 1 being sideways, 2 being facing away from eachother.
* Arguments:
* * M - Victim
* * user - Attacker
*/
/obj/item/assembly/flash/proc/calculate_deviation(mob/living/carbon/M, mob/user)
var/dir1 = M.dir
var/dir2 = turn(user.dir,180)
//Imagine 2 vectors coming from both mobs, they represent the direction the mob is currently looking towards,
//What we actually check is we check if the inverted vector of the second mob is equal to the vector of the first one which indicates they they are looking in the same line
//The second check makes sure that the first user is actually facing the mob, since the first check will fail at it's job when the 2 mobs face away from each other.
if(dir1 == dir2 && get_dir(M,user) == dir1)
return 0
else if((turn(dir1,90) == dir2 || turn(dir1,-90) == dir2) || M.loc == user.loc)
return 1
else if(turn(dir1,180) == dir2)
return 2
/obj/item/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return TRUE
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
log_combat(user, R, "flashed", src)
update_icon(1)
R.Paralyze(rand(80,120))
var/diff = 5 * CONFUSION_STACK_MAX_MULTIPLIER - M.get_confusion()
R.add_confusion(min(5, diff))
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='warning'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return TRUE
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return FALSE
if(!AOE_flash(FALSE, 3, 5, FALSE, user))
return FALSE
to_chat(user, "<span class='danger'>[src] emits a blinding light!</span>")
/obj/item/assembly/flash/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!try_use_flash())
return
AOE_flash()
burn_out()
/obj/item/assembly/flash/activate()//AOE flash on signal received
if(!..())
return
AOE_flash()
/**
* Converts the victim to revs
*
* Arguments:
* * victim - Victim
* * aggressor - Attacker
*/
/obj/item/assembly/flash/proc/terrible_conversion_proc(mob/living/carbon/victim, mob/aggressor)
if(!istype(victim) || victim.stat == DEAD)
return
if(!aggressor.mind)
return
if(!victim.client)
to_chat(aggressor, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
return
if(victim.stat != CONSCIOUS)
to_chat(aggressor, "<span class='warning'>They must be conscious before you can convert [victim.p_them()]!</span>")
return
//If this proc fires the mob must be a revhead
var/datum/antagonist/rev/head/converter = aggressor.mind.has_antag_datum(/datum/antagonist/rev/head)
if(converter.add_revolutionary(victim.mind))
if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
victim.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(aggressor, "<span class='warning'>This mind seems resistant to the flash!</span>")
/obj/item/assembly/flash/cyborg
/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attack_self(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, params)
return
/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
return
/obj/item/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
inhand_icon_state = "nullrod"
/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/assembly/flash/armimplant/burn_out()
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
playsound(src, 'sound/weapons/flash.ogg', 100, TRUE)
update_icon(1)
return TRUE
/obj/item/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/assembly/flash/hypnotic
desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
flashing_overlay = "flash-hypno"
light_color = LIGHT_COLOR_PINK
cooldown = 20
/obj/item/assembly/flash/hypnotic/burn_out()
return
/obj/item/assembly/flash/hypnotic/flash_carbon(mob/living/carbon/M, mob/user, power = 15, targeted = TRUE, generic_message = FALSE)
if(!istype(M))
return
if(user)
log_combat(user, M, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]", src)
else //caused by emp/remote signal
M.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"]",LOG_ATTACK)
if(generic_message && M != user)
to_chat(M, "<span class='notice'>[src] emits a soothing light...</span>")
if(targeted)
if(M.flash_act(1, 1))
var/hypnosis = FALSE
if(M.hypnosis_vulnerable())
hypnosis = TRUE
if(user)
user.visible_message("<span class='danger'>[user] blinds [M] with the flash!</span>", "<span class='danger'>You hypno-flash [M]!</span>")
if(!hypnosis)
to_chat(M, "<span class='hypnophrase'>The light makes you feel oddly relaxed...</span>")
M.add_confusion(min(M.get_confusion() + 10, 20))
M.dizziness += min(M.dizziness + 10, 20)
M.drowsyness += min(M.drowsyness + 10, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 100)
else
M.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
else if(user)
user.visible_message("<span class='warning'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to hypno-flash [M]!</span>")
else
to_chat(M, "<span class='danger'>[src] fails to blind you!</span>")
else if(M.flash_act())
to_chat(M, "<span class='notice'>Such a pretty light...</span>")
M.add_confusion(min(M.get_confusion() + 4, 20))
M.dizziness += min(M.dizziness + 4, 20)
M.drowsyness += min(M.drowsyness + 4, 20)
M.apply_status_effect(STATUS_EFFECT_PACIFY, 40)